3002e48350
* add mouse controller * support different control styles in options deprecate old input check methods * fully functional input actions system * btsds InputAction * blue bear InputAction * more games fix bugs with some input related systems * coin toss re-toss * cheer readers touch * dog ninja touch * multiple games * last of the easy games' touch * more specialized games * specialized games 2 * finish ktb games * remove legacy settings disclaimer * "only" two games left * karate man touch * rockers touch still needs fixes and bad judge strum * DSGuy flicking animation * playstyle chart property * improve performance of minigame preloading * improve look of cursor make assetbundles use chunk-based compression refactor assetbundle loading methods a bit * prime conductor stream playback to stabilize seeking operations * fix air rally swing on pad release * use virtual mouse pointer * add UniTask * make BeatAction use UniTask * implement UniTask to replace some coroutines * add touch style UI elements and effects games now support the ability to define two cursor colours if they need split screen touch inputs * update plugins and buildscript * implement thresholded pointer position clipping * fix clamping * instant show / hide fix discord game SDK crashes
194 lines
5.7 KiB
C#
194 lines
5.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_CheerReaders
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{
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public class RvlCharacter : MonoBehaviour
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{
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Animator BaseAnim;
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[SerializeField] Animator faceAnim;
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[SerializeField] GameObject blushLeft;
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[SerializeField] GameObject blushRight;
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public bool bookIsWhite = true;
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public bool isSpinning;
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public GameObject posterBook;
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bool bookIsOpen;
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bool noBop;
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bool canOpenBook;
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public bool player;
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float currentBlushBeat;
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bool missed;
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[SerializeField] bool shouldLookDown;
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CheerReaders game;
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void Awake()
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{
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BaseAnim = GetComponent<Animator>();
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game = CheerReaders.instance;
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}
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void Update()
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{
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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float normalizedBeat = cond.GetPositionFromBeat(currentBlushBeat, 3f);
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if (normalizedBeat > 1f)
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{
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blushLeft.SetActive(false);
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blushRight.SetActive(false);
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}
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if (!game.doingCue && missed)
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{
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faceAnim.Play("FaceBlush", 0, 0);
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}
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}
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}
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public void HappyFace(bool forceIt = false)
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{
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if (game.doingCue && !forceIt) return;
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faceAnim.Play(player ? "FaceItsOnHappy" : "FaceItsOnNPC", 0, 0);
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}
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public void Yay(bool speak)
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{
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if (speak) faceAnim.DoScaledAnimationAsync("FaceYay", 0.5f);
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BaseAnim.DoScaledAnimationAsync(bookIsWhite ? "WhiteYay" : "BlackYay", 0.5f);
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}
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public void ResetFace()
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{
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if (faceAnim.IsAnimationNotPlaying()) faceAnim.Play("FaceIdle", 0, 0);
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}
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public void ResetPose()
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{
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BaseAnim.Play(bookIsWhite ? "WhiteIdle" : "BlackIdle", 0, 0);
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ResetFace();
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}
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public void Boom()
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{
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faceAnim.DoScaledAnimationAsync(player ? "FaceBoom" : "FaceBoomNPC", 0.5f);
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}
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public void ItsUpToYou(int count)
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{
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switch (count)
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{
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case 1:
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faceAnim.DoScaledAnimationAsync("FaceIts", 0.5f);
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break;
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case 2:
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faceAnim.DoScaledAnimationAsync("FaceUp", 0.5f);
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break;
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case 3:
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faceAnim.DoScaledAnimationAsync("FaceTo", 0.5f);
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break;
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case 4:
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faceAnim.DoScaledAnimationAsync("FaceYou", 0.5f);
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break;
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default:
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faceAnim.DoScaledAnimationAsync("FaceIts", 0.5f);
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break;
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}
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}
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public void OneTwoThree(int count)
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{
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switch (count)
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{
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case 1:
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faceAnim.DoScaledAnimationAsync("FaceOne", 0.5f);
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break;
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case 2:
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faceAnim.DoScaledAnimationAsync("FaceTwo", 0.5f);
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break;
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case 3:
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faceAnim.DoScaledAnimationAsync("FaceThree", 0.5f);
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break;
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default:
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faceAnim.DoScaledAnimationAsync("FaceOne", 0.5f);
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break;
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}
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}
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public void Bop()
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{
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if (noBop) return;
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if (bookIsOpen)
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{
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BaseAnim.DoScaledAnimationAsync(bookIsWhite ? "WhiteBop" : "BlackBop", 0.5f);
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}
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else
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{
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BaseAnim.DoScaledAnimationAsync("Bop", 0.5f);
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}
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}
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public void Miss()
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{
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currentBlushBeat = Conductor.instance.songPositionInBeats;
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blushLeft.SetActive(true);
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blushRight.SetActive(true);
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BaseAnim.Play(bookIsWhite ? "MissWhite" : "MissBlack", 0, 0);
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noBop = true;
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missed = true;
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isSpinning = false;
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}
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public void Stare()
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{
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faceAnim.Play(shouldLookDown ? "FaceNPCLook2" : "FaceNPCLook1", 0, 0);
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}
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public void FlipBook(bool hit = true)
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{
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posterBook.SetActive(false);
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canOpenBook = !hit;
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isSpinning = false;
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if (bookIsWhite != game.shouldBeBlack && hit && player)
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{
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RepositionBook();
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return;
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}
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BaseAnim.DoScaledAnimationAsync(bookIsWhite ? "WhitetoBlack" : "BlacktoWhite", 0.5f);
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bookIsWhite = !bookIsWhite;
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bookIsOpen = true;
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noBop = false;
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missed = !hit;
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}
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public void RepositionBook()
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{
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BaseAnim.DoScaledAnimationAsync(bookIsWhite ? "RepositionToWhite" : "RepositionToBlack", 0.5f);
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bookIsOpen = true;
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noBop = false;
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}
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public void StartSpinBook()
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{
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posterBook.SetActive(false);
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canOpenBook = true;
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BaseAnim.DoScaledAnimationAsync(bookIsWhite ? "SpinfromWhite" : "SpinfromBlack", 0.5f);
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bookIsOpen = true;
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noBop = true;
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isSpinning = true;
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}
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public void StopSpinBook()
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{
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if (!canOpenBook) return;
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posterBook.SetActive(true);
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BaseAnim.DoScaledAnimationAsync("OpenBook", 0.5f);
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bookIsOpen = true;
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noBop = true;
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isSpinning = false;
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}
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}
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}
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